feedback5 CB3: the "受到攻击时" counters answer every damage instance from an enemy, not its attacks only — 菲莱 S2 now blasts on 深溟巢涌者's pulse, so do 星熊 S2, 泡泡, 刺玫 S2, 余 S1, 玛恩纳 无动于衷, 年 S2 and 斩业星熊 (community report of 2026-10-06, item 30)

The report's 退行的潮涌者 is the 巢涌者 (深溟 / 富营养的巢涌者 in this mode): no normal attack, its talent hurts every operator in
range once a second. Official (ArknightsGameData buff_template_data): its pulse is an AdvancedApplyDamage with the enemy as
source (enemy_dsubrl_aoe[aura]); the counters fire on ON_TAKE_DAMAGE — philae_s_2 with no filter, inverse_damage (星熊 S2),
inverse_damage[magic] + nian_s_2 (年 S2), bubble_s_2 / bubble_t_1 (泡泡), vendla_s_2 (刺玫), yu_s_1[inverse_damage] (余 S1),
hsgma2_s_1 / hsgma2_e_003_tr_take (斩业星熊), mlynar_t_2[inverse] (玛恩纳) on a source of the other side; 棘刺 S2 (普通伤害
filter) and 信仰搅拌机 S3 already took any damage. Cause: the kits required dmg.isAttack. Now kits/shared/tier1.js
byEnemyAttack = any enemy damage instance but a 流失, an element 损伤, 无来源 damage or another counter / reflection (tags
'counter' / 'reflect'); 菲莱 S2 any instance but a 流失 or a counter. test/content/op_nian.test.js pinned "a non-attack hit
returns nothing" for 年 S2 — updated on purpose (answered now; a 流失 still is not).

Golden: 19 scenarios where an enemy's non-attack damage (skills, pulses, areas) reached one of these operators — their counter
now answers it (more damage, fx thorns / aoe): roster-002, -005, -008, -010, -012, -016, -033, -044; bond-lateranoShip-low;
fields boss-boss_2-solo, boss-boss_4-pair, boss-boss_4-solo, hidden-boss_8-pair, hidden-boss_8-solo; matches solo-FUNNY-1,
solo-FUNNY-2, coop4-ABYSS-7, coop2-ABYSS-10-boosted; diy-051. Tests: test/sim/feedback5-counters-any-damage.test.js (6; 5
fail on the parent, the first checks the 巢涌者 never attacks). Docs: docs/SIM.md (re-entrancy rule).
This commit is contained in:
sganggs committed 2026-10-07 02:30:07 +08:00
1 parent 9b164fdc66
commit 5877800a67
16 files changed
+341 -182

No files matched your search

+7 -5
View File
@@ -52,7 +52,7 @@
// refund of a withdrawal is not modelled — no retreat in the sim refunds DP). No strategy of this mode closes it: PRTS
// 帮助 lists the 上半 row that did as removed in 下半, so in a fight the skill simply runs its `duration`.
import { num, talentBb, traitBb, skillRec, up } from '../shared/tier1.js';
import { num, talentBb, traitBb, skillRec, up, byEnemyAttack } from '../shared/tier1.js';
import { canTargetEnemy } from '../../../targeting.js';
import { bodyInRadius } from '../../../body.js';
import { hasHp } from '../../../damage.js';
@@ -252,15 +252,17 @@ export default {
} },
],
install(battle, unit) {
// S1 恶业苦果: every enemy attack she takes ⇒ atk_scale × ATK arts back to the attacker
// S1 恶业苦果: every enemy damage instance she takes (the official hsgma2_s_1 on ON_TAKE_DAMAGE, not its attacks only:
// tier1 byEnemyAttack) ⇒ atk_scale × ATK arts back to its source
battle.on('damaged', (c) => {
const s = c.source;
if (c.target !== unit || !unit.alive || unit.skill?.id !== S1 || !unit.skill.active) return;
if (!s || s.side !== 'enemy' || !s.alive || !c.dmg?.isAttack) return;
if (!byEnemyAttack(c) || !s.alive) return;
battle.dealDamage(unit, s, { amount: unit.s.atk * num(b1.atk_scale), type: 'arts', canDodge: false, isSkill: true, ignoreSelect: true, tags: ['skill', 'counter'] });
battle.fx('counter', { x: s.x, y: s.y, id: unit.id });
}, { owner: unit });
// AST-X 无迹: her attack damage ⇒ +atk_scale × ATK arts (附加伤害); an enemy attack she takes ⇒ atk_scale × ATK arts back
// AST-X 无迹: her attack damage ⇒ +atk_scale × ATK arts (附加伤害); an enemy damage instance she takes (the official
// hsgma2_e_003_tr_take: ON_TAKE_DAMAGE from the other side) ⇒ atk_scale × ATK arts back
const astx = num(tb.atk_scale);
if (astx > 0) {
battle.on('damaged', (c) => {
@@ -270,7 +272,7 @@ export default {
}, { owner: unit, priority: -20 });
battle.on('damaged', (c) => {
const s = c.source;
if (c.target !== unit || !unit.alive || !s || s.side !== 'enemy' || !s.alive || !c.dmg?.isAttack) return;
if (c.target !== unit || !unit.alive || !byEnemyAttack(c) || !s.alive) return;
battle.dealDamage(unit, s, { amount: unit.s.atk * astx, type: 'arts', ignoreSelect: true, tags: ['module', ASTX, 'counter'] });
}, { owner: unit });
}